The Kickstarter campaign for Torment: Tides of Numenera has ended on an epic high, becoming the highest funded single game ever on the crowd-funding website.

The Last Castoff by Nils Hamm.
(Credit: inXile Entertainment)

Brian Fargo and Colin McComb's Torment: Tides of Numenera, the spiritual successor to Planescape: Torment, has reached the end of its Kickstarter run and is now the highest funded game the website has seen, going US$200,000 past Project Eternity.

Torment — which last week added Chris Avellone to the dev team — finished up with 465 per cent of its US$900,000 goal, closing out at US$4,188,927 from 74,405 backers. Project Eternity — from Obsidian Entertainment — reached US$3,986,929 of its US$1,100,000 goal from 73,986 backers on 16 October last year.

The highest funded gaming project ever on the site is still, of course, Ouya, which hit 904 per cent of its US$950,000 goal at US$8,596,474 from 63,416 backers.

While Torment didn't quite hit the US$4.25 million mark on Kickstarter itself; it also had some separate backing through PayPal, bringing in US$127,000, which brought the total to US$4,315,927. This enabled the stretch goals up to the US$4.25 million point, adding new dungeons, a longer story, increased depth and more music. Alas, inXile couldn't quite stretch to the US$4.5 million goal — which would mean a player "Stronghold" or home base.

All is not lost, however: the studio has decided to leave the PayPal funding option open until the end of April to see if that figure can be reached.

Brian Fargo said: "We are both humbled and excited that you have given us this opportunity. The team we have assembled is pretty unbelievable, and I have full faith that together, we will create a true classic. I never stopped working to get Chris Avellone aboard to make sure we had the band back together. But it only got better when we brought on guys like Pat Rothfuss and Kevin Saunders to take the game to new heights. The trick is always to surround oneself with brilliant people, and to create an environment in which creativity can flourish."

In the next few weeks, the pre-production team will be budgeting out the game, determining the game's scope and developing the production plan.